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GPU: Add more fine grained profiling for vertex shader and rasterization
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@ -12,6 +12,7 @@
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#include <nihstro/shader_bytecode.h>
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#include "common/profiler.h"
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#include "pica.h"
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#include "vertex_shader.h"
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@ -574,7 +575,11 @@ static void ProcessShaderCode(VertexShaderState& state) {
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}
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}
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static Common::Profiling::TimingCategory shader_category("Vertex Shader");
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OutputVertex RunShader(const InputVertex& input, int num_attributes) {
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Common::Profiling::ScopeTimer timer(shader_category);
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VertexShaderState state;
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const u32* main = &shader_memory[registers.vs_main_offset];
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